All-Star Slammin' D-Ball
Player Guide
This is a very short list of the special throws and other brief
miscellaneous information about the fun, little known PlayStation
dodge ball game, All-Star Slammin' D-Ball.
by Benjamin Paul Galway March 15, 2006
e-mail = bpgalway@netscape.net ver. 1.1
PayPal = bpgalway@netscape.net
Created April 12, 2002 (1.1). Latest update: Minor editing.
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TABLE OF CONTENTS = SPECIAL THROWS -> GENERAL ADVICE -> SECRETS
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------< Special Throws >-------------------------------------------
------------------------------------< Special Throws >-------------
---------------------< Special Throws >----------------------------
The manual does an okay job of listing all of the basic special
throws, but it doesn't detail the level 3 team captain secret moves
nor explains how to pull them off. Think back to the first Street
Fighter II when trying to perform the rolling motions since the
movements must be entered slowly and precisely. Quick taps will not
register and make the special throws impossible to perform. Despite
the slower input speed, all moves can be entered during a jump --
don't exagerate the sluggish commands.
D-pad key: D = down U = up L = left R = right
Note that any two directions not separated by a space indicate a
diagonal move, such as the "UR" being "up-right" in the grenade's
input. All directions given are for the left team. Reverse the
left and right positions if playing on the right court.
The factors which allow a special throw to be performed are
explained well enough in the instruction manual, so consult it for
information about acquiring points, how the players' level affects
earning points, and so forth.
---------------======= LEVEL ONE =======---------------
Canon
Input: D DR R + (square)
The canon is a really good move. The ball moves very fast
along a straight path to the selected target and can
quickly get by an opponent's reaction time of he or she
is close to the release.
Slow
Input: L L R + (square)
The slow ball is a straight, slow release that simply
isn't useful. Every players' catch animation resets
quickly enough so that the person can make a second grab
to catch a slow ball.
Random
Input: R R U + (square)
This will release the ball with a randomly selected
level one special throw, which is pointless. Unless
you're having trouble with the rolling controller inputs
required for the canon or grenade, there's no point in
using the random throw.
Double
Input: R L R + (square)
The double special throw is one of the better moves in
the whole game. The ball is thrown fast along a straight
path and soon followed by a second ball. Both balls can
knock the opponent and each must be avoided. However, if
a player can catch the first ball released before the
second is thrown, then the special will end prematurely.
Grenade
Input: R UR U + (square)
The grenade special throws the ball along a slight
elevated arch toward the target. It is useless.
---------------======= LEVEL TWO =======---------------
Screw Driver
Input: D R R + (square)
This puts a brief twisting motion into the ball's path
after it is thrown. It's not too good and can only be of
some use at close range since the ball's speed isn't fast
enough to hope to catch a player off guard with its
initial jerk release.
Snake
Input: D U D + (square)
The snake very much resembles the canon for speed except
this special throw travels along a high arch toward the
player. It's one of the better level two moves which
isn't saying much since it's more or less does the same
as a level one throw.
Hyper Magnum
Input: D U U + (square)
The ball size doubles when thrown. Unless it freaks out
an opponent, this special throw serves no real purpose
since the size has no affect on the difficulty of
catching the ball.
Boomerang
Input: R DR D + (square)
The boomerang toss releases a slow ball which travels
along a side arch. It may very well return to the player,
but the ball is simply too slow to not have your opponent
catch it by the time it could start returning. As with
most all slow moving throws, this is useless.
Flasher
Input: D DL L + (square)
As the name implies, this ball will flash (disappear and
reappear) over and over until it stops. Despite being a
slow ball, the flashing can disorient a player and could
prove useful.
---------------======= LEVEL THREE =======---------------
Wild Cats' Captain Special
Input: L DL D DR R + (square)
A myriad of light circles surrounds the captain and forms
a sort of vortex then trail behind the ball like a comet.
The ball is thrown very fast (this is the fastest throw
unless one counts the trip around the Earth for the Ninja
team) and is very difficult to catch. Still, with really
quick reflexes and being familiar with the Wild Cats'
special team captain throw, it's not impossible to stop.
Pranksters' Captain Special
Input: L DL D DR R + (square)
A black cylinder of light surrounds the captain and he
launches the ball up into the air. After a few seconds
the ball flies back down fast into the target opponent.
This is perhaps the best special throw in the game. More
often than not the opponent will have little warning as
to when the ball is coming down, particularly for a
character near the top of the screen.
Heart Breakers' Captain Special
Input: L DL D DR R + (square)
Hearts rain from the ball around the captain a moment
before she throws the ball to the opponent. The ball
zigzags a bit toward the target along a pair of heart
wings. This special throw is just pathetic. It will not
fool anyone and lacks speed.
Ninjas' Captain Special
Input: L DL D DR R + (square)
The captain throws the ball off the screen to the left,
the game switches to a shot of the ball actually
traveling around the Earth, and then it finally returns
to the court from the right side of the screen. As with
the Pranksters' special throw, this one can be especially
good if the targeted player is close to the edge of the
screen so that as little "warning room" as possible is
available. Unfortunately, the short Earth clip is a good
give-away to the timing of the catch, reducing the
special throw's effectiveness somewhat.
Snipers' Captain Special
Input: L DL D DR R + (square)
The captain jumps and throws the ball at the selected
opponent amid a shower of transparent balls. Besides not
being fast, this special throw is also weakened thanks
to the fact that the "ghost" balls which are supposed to
trick the opponent are obviously different from the real
one. None of the transparent balls affect the player in
any way as well.
Fireballs' Captain Special
Input: L DL D DR R + (square)
This is a basic fast ball but with flames streaking
behind it. Flames will stream around the captain before
release to warn of the approaching fast ball. Since there
are "cheaper" special moves which achieve the same
effect, there really is no point in using this move.
Thunder Bolts' Captain Special
Input: L DL D DR R + (square)
A couple of lightning bolts strike the ball in the
captain's hands. The captain then throws the ball along a
quick zigzag route toward the opponent while lightning
bolts tag behind. This special throw is both visually
impressive and fairly decent if only because the bolts of
lightning tend to help confuse players trying to catch
the ball (as opposed to the Heart Breakers' special).
Elementals' Captain Special
Input: L DL D DR R + (square)
The screen turns completely black, white spheres eminate
from the ball, and then it's thrown to the targeted
player with the spheres trailing behind. This is a very
weak special throw for the "boss" team to have. It looks
nice, but there's really nothing special about it.
-----------------------------------------< General Advice >--------
--< General Advice >-----------------------------------------------
----------------------------< General Advice >---------------------
Random tips for random people!
-- The best attack is a dashing leaping throw. The Pranksters and
Ninjas are the best at this since their players can leap far
across the half court line and throw the ball well into the
opponent's territory.
-- Remember to mix up the special moves when used. An over-reliance
on one move will rob it of any usefulness. It helps to throw out
even a pathetic move once or so before unleashing something
worth doing.
-- Special throws aren't nearly as effective as they could have
been thanks to the fact that all players must shout out some
word bubble before performing the throw. Unless you're playing
against the computer, most all hits are going to come from
regular throws.
-- The basic throw can be thrown at different speeds depending on
the length of time the button is pressed, so use this to your
advantage to catch opponents off guard. This can be used
advantageously when playing against or with the clock.
-- It is possible to leap and catch the ball when the opponent
tries to pass to the far outside teammate. Although difficult to
do, it's a good technique to know and to watch out for. While
this can be avoided by passing the ball around the court along
the sides, this also does eat up the number of passes allowed on
a given possession.
-- Finally, using the shoulder buttons to switch the targeted
opponent just before release can really confuse your opponent
and catch him or her off guard. This coupled with the fast
leaping attacks explained above can really cut down on an
opponent's reaction time.
------< Secrets >--------------------------------------------------
--------------------------------< Secrets >------------------------
-----------------------------------------------------< Secrets >---
There's only one secret -- the code to unlock the Elementals as a
playable team. The code is given upon winning the tournament. To
unlock the Elements, enter the following at the title screen:
D L U R X (square) (triangle) (circle)
The Elementals are a good team, but surprisingly aren't the best
available. They're still fun to play with, though.
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